factor/extra/model-viewer/model-viewer.factor

212 lines
6.0 KiB
Factor

! Copyright (C) 2010 Erik Charlebois
! See http://factorcode.org/license.txt for BSD license.
USING: accessors alien.c-types arrays classes.struct combinators
combinators.short-circuit game.loop game.worlds gpu gpu.buffers
gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
gpu.textures gpu.util grouping http.client images images.loader
io io.encodings.ascii io.files io.files.temp kernel locals math
math.matrices math.vectors.simd math.parser math.vectors
method-chains namespaces sequences splitting threads ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats specialized-arrays
specialized-vectors literals fry xml
xml.traversal sequences.deep destructors math.bitwise opengl.gl
game.models.obj game.models.loader game.models.collada ;
FROM: alien.c-types => float ;
SPECIALIZED-ARRAY: float
SPECIALIZED-VECTOR: uint
IN: model-viewer
GLSL-SHADER: model-vertex-shader vertex-shader
uniform mat4 mv_matrix, p_matrix;
uniform vec3 light_position;
attribute vec3 POSITION;
attribute vec3 NORMAL;
attribute vec2 TEXCOORD;
varying vec2 texit;
varying vec3 norm;
void main()
{
vec4 position = mv_matrix * vec4(POSITION, 1.0);
gl_Position = p_matrix * position;
texit = TEXCOORD;
norm = NORMAL;
}
;
GLSL-SHADER: model-fragment-shader fragment-shader
varying vec2 texit;
varying vec3 norm;
void main()
{
gl_FragColor = vec4(texit, 0, 1) + vec4(norm, 1);
}
;
GLSL-PROGRAM: model-program
model-vertex-shader model-fragment-shader ;
GLSL-SHADER: debug-vertex-shader vertex-shader
uniform mat4 mv_matrix, p_matrix;
uniform vec3 light_position;
attribute vec3 POSITION;
attribute vec3 COLOR;
varying vec4 color;
void main()
{
gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
color = vec4(COLOR, 1);
}
;
GLSL-SHADER: debug-fragment-shader fragment-shader
varying vec4 color;
void main()
{
gl_FragColor = color;
}
;
GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
UNIFORM-TUPLE: model-uniforms < mvp-uniforms
{ "light-position" vec3-uniform f } ;
TUPLE: model-state
models
vertex-arrays
index-vectors ;
TUPLE: model-world < wasd-world
{ model-state model-state } ;
VERTEX-FORMAT: model-vertex
{ "POSITION" float-components 3 f }
{ "NORMAL" float-components 3 f }
{ "TEXCOORD" float-components 2 f } ;
VERTEX-FORMAT: debug-vertex
{ "POSITION" float-components 3 f }
{ "COLOR" float-components 3 f } ;
TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
: <model-buffers> ( models -- buffers )
[
{
[ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
[ index-buffer>> length ]
[ vertex-format>> ]
} cleave vbo boa
] map ;
: fill-model-state ( model-state -- )
dup models>> <model-buffers>
[
[
[ vertex-buffer>> model-program <program-instance> ]
[ vertex-format>> ] bi buffer>vertex-array
] map >>vertex-arrays drop
]
[
[
[ index-buffer>> ] [ index-count>> ] bi
'[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
] map >>index-vectors drop
] 2bi ;
: model-files ( -- files )
{ "C:/Users/erikc/Downloads/test2.dae"
"C:/Users/erikc/Downloads/Sponza.obj" } ;
: <model-state> ( -- model-state )
model-state new
model-files [ load-models ] [ append ] map-reduce >>models ;
M: model-world begin-game-world
init-gpu
{ 0.0 0.0 2.0 } 0 0 set-wasd-view
<model-state> [ fill-model-state drop ] [ >>model-state drop ] 2bi ;
: <model-uniforms> ( world -- uniforms )
[ wasd-mv-matrix ] [ wasd-p-matrix ] bi
{ -10000.0 10000.0 10000.0 } ! light position
model-uniforms boa ;
: draw-line ( world from to color -- )
[ 3 head ] tri@ dup -rot append -rot append swap append >float-array
underlying>> stream-upload draw-usage vertex-buffer byte-array>buffer
debug-program <program-instance> debug-vertex buffer>vertex-array
{ 0 1 } >uint-array stream-upload draw-usage index-buffer byte-array>buffer
2 '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
rot <model-uniforms>
{
{ "primitive-mode" [ 3drop lines-mode ] }
{ "uniforms" [ nip nip ] }
{ "vertex-array" [ drop drop ] }
{ "indexes" [ drop nip ] }
} 3<render-set> render ;
: draw-lines ( world lines -- )
3 <groups> [ first3 draw-line ] with each ; inline
: draw-axes ( world -- )
{ { 0 0 0 } { 1 0 0 } { 1 0 0 }
{ 0 0 0 } { 0 1 0 } { 0 1 0 }
{ 0 0 0 } { 0 0 1 } { 0 0 1 } } draw-lines ;
: draw-model ( world -- )
0 0 0 0 glClearColor
1 glClearDepth
HEX: ffffffff glClearStencil
{ GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT GL_STENCIL_BUFFER_BIT } flags glClear
[
triangle-fill dup t <triangle-state> set-gpu-state
face-ccw cull-back <triangle-cull-state> set-gpu-state
cmp-less <depth-state> set-gpu-state
[ model-state>> vertex-arrays>> ]
[ model-state>> index-vectors>> ]
[ <model-uniforms> ]
tri
[
{
{ "primitive-mode" [ 3drop triangles-mode ] }
{ "uniforms" [ nip nip ] }
{ "vertex-array" [ drop drop ] }
{ "indexes" [ drop nip ] }
} 3<render-set> render
] curry 2each
]
[
cmp-always <depth-state> set-gpu-state
draw-axes
]
bi ;
M: model-world draw-world*
draw-model ;
M: model-world wasd-movement-speed drop 1/4. ;
M: model-world wasd-near-plane drop 1/32. ;
M: model-world wasd-far-plane drop 1024.0 ;
GAME: model-viewer {
{ world-class model-world }
{ title "Model Viewer" }
{ pixel-format-attributes { windowed double-buffered } }
{ grab-input? t }
{ use-game-input? t }
{ pref-dim { 1024 768 } }
{ tick-interval-micros $[ 60 fps ] }
} ;